Hey all,

For background, I'm an experienced programmer with a great deal of 
experience in game engines and only a decent understanding of basic 
rendering techniques, however I'm also fairly new to working in FlightGear.

My intent is to implement night vision into FlightGear. It doesn't have 
to be perfect AT ALL, but certainly be close enough to be recognizable 
as an approximation of night vision.

I'm having some difficulty compiling FlightGear and trying to navigate 
the Effects and Shaders interface from FlightGear, but all of these 
issues I can either eventually resolve on my own, or will ask separate 
unrelated questions in the future.  I have a forum post at 
"http://www.flightgear.org/forums/viewtopic.php?f=47&t=11237"; which goes 
into further detail, but that's also for another time and another place.

The critical question I have is:  How would I have a shader affect 
everything?  I've tried to edit every fragment shader that FlightGear 
offered, but there are still some objects which were unaffected.  The 
skybox primarily, as well as lights, particles, and some models.  I have 
an example of my currently working shaders, but obviously this will all 
become moot if I cannot affect these missing rendered objects:

http://img718.imageshack.us/img718/170/nightvisionmissing1resi.png
http://img850.imageshack.us/img850/3083/nightvisionmissing2resi.png

In the first image, the landing platform directly behind the helicopter 
is an example of one of the models which haven't been affected.  In both 
images, it's very apparent that the skybox is still completely dark from 
night and not affected by the shader (which boosts the luminance of 
lights and textures).  No particles are present from this example, but 
they also do not have any affect from the shaders.

This is all slightly expected, as not every object would normally need 
to be sent through a fragment shader.  However, is there a method to 
force everything through?

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